Since i have been using your mod for a while, i guess i should point out some problems i found.

1. Certain work bench still have size of 1x1 when it is 1x3(specifically the EPOE ones)2. Seeds are still kind of broken specifically when you save and load, the genome string disappeared(the data appeared to be intact)3. Seeds genome are compared wrong, hence they do not stack ".genome.Equals(genome)". That there is not how you compared object, used the function it have ".genome.SameGenome(genome)"4. Reinforce concrete cannot be made electrically?5. Reinforce concrete should really be mixed in the concrete mixers6. Certain plants still cannot be grown with seeds enabled, like watermelons7. Strange artifact from misc gives error because it lack grenadier def8. Shooting range require training bullet to be defined9. Fish industry needs to be updated completely10. Certain parts do not have their original beauty modifiers11. Advance microchip appears to be way to cheap when buying, it require 5 electronic chips, yet it only cost little more than double cost of 112. You should make some icon for the new thingscatagories your created, they are all red crosses right now

Those are some of the things i found, i will let you know when i found more

Can anybody help me? I've been playing rimworld for a few days now and so I tried out this modpack. The only problem I have with it is now when I try to select which type of material to make something out of by right clicking it, nothing shows up. I keep getting a message at the top that I don't have the materials to build it and all I'm trying to do is to select wooden walls and wooden beds to build. I'm pretty sure it's EdB's UI mod causing this but I don't want to disable it.

The material only shows when you got these material in any of your stockpiles.When this material just is somewhere on the ground/floor it don't count so far as availble building material.I create small stockpile's next to the crafting table with higher priority and just for these material these table made.

Since i have been using your mod for a while, i guess i should point out some problems i found.

1. Certain work bench still have size of 1x1 when it is 1x3(specifically the EPOE ones)2. Seeds are still kind of broken specifically when you save and load, the genome string disappeared(the data appeared to be intact)3. Seeds genome are compared wrong, hence they do not stack ".genome.Equals(genome)". That there is not how you compared object, used the function it have ".genome.SameGenome(genome)"4. Reinforce concrete cannot be made electrically?5. Reinforce concrete should really be mixed in the concrete mixers6. Certain plants still cannot be grown with seeds enabled, like watermelons7. Strange artifact from misc gives error because it lack grenadier def8. Shooting range require training bullet to be defined9. Fish industry needs to be updated completely10. Certain parts do not have their original beauty modifiers11. Advance microchip appears to be way to cheap when buying, it require 5 electronic chips, yet it only cost little more than double cost of 112. You should make some icon for the new thingscatagories your created, they are all red crosses right now

Those are some of the things i found, i will let you know when i found more

skyarkhangel, this is amazing work. Best mod pack ever!Do you have an indication on when 1.8d will be released? Sounds very promising and i want to start playing Rimworld again.

Some part with the additions and fixes are already done. But.. I too often update, players don't have time to play.. when coming next update Now I collect thoughts.. about tree research. To make it easier for new player.

I like the focus on making your decisions actually matter, and combat more challenging. You must manage your resources much more now. Having shrapnel and buckshot are great additions. The only thing I would like to see added is a balanced Project Armory to add in some more variety. I had pretty much all these mods in all myself last alpha and its great you guys are working to integrate them all smoothly.

The only suggestion I would say is either an in-game or .jpg tech web style thing to help newer players know what they want to research and what benefits it provides/unlocks. Perhaps try to combine more related tech things together to reduce the amount of clutter tech; maybe reduce tech costs in some areas so they can get things they need to start off quicker. You could justify this in that the passengers came with some knowledge from their advanced society already, the hard part is actually making the things.

People are probably nervous about trying it just because it completely changes the game from relatively easy to very hard, hence the name. All the tech and production cycles make the game much harder and longer to do; even just the fact that you have to smelt steel into bars. My suggestion to people that are looking for an easier time or more time to learn the new system is just to use Prepare Carefully to give yourself an easier start. Its definitely a much more rewarding experience being able to survive. Having to lose colonists and fighting against the odds are what make the game great.

After choosing your characters be sure to embark with some spare parts also. That's how I will do next time. But I like the extra difficulty.

BTW Skyarkhangel those zombies are so much better with your patch. Now they're real threat. I like it that way. And I like the Xtra Hardcore crafting mode too... Keep up the great jobBring me Hardcore man Thx ;-)